- delete 2.7 from your computer, you do not need it at all and should avoid tutorials where you are told to get it. This is a sign an author is a beginner who did not bother googling how to transfer weights in 2.76+ before making it;
- clone a similar in length maxis item, export the blend, open;
- rename the mesh to Reference, delete arms;
- import your garment;
- select your garment, add data transfer, choose Reference as Source object;
- enable Vertex data, choose Vertex groups and Nearest face interpolated. This will transfer weights;
- enable Face corner data. Enable Col. This will transfer Vertex color;
-
Shift-select UVs, choose uv_1 instead of All layers. This will transfer uv_1;
- because uv_1, vertex groups and vertex paint do not yet exist on your mesh, you need to click on
Generate data layers. If you were overwriting this data instead like before, you woudn't need to do this;
- Apply;
- switch to Edit mode, select everything with A, Clean with
All groups, Limit total to 4;
- switch to Data tab, check if vertex groups appeared in the list, if there is Col and uv_1. Now just rename UV map to uv_0 and that's all, the garment moves and morphs as it should;
- close holes, unwrap created geometry ( this step can be done later, after you join the body with the garment );
- you can append a lingerie set, but the nude body is already in the scene, so you can use it instead. Expand the rig, make top and bottom visible and selectable;
- select top, in 3d view press Shift D, then Esc to duplicate it. Do the same with bottom. Select top.001, Shift-select bottom.001, join with Ctrl J, optionally rename to Body;
- select Body, switch to Edit mode, select everything, Remove doubles with merge distance set to 0.0001;
- disable Limit selection to visible, select all areas of the body covered by clothing, delete. Now the body is ready;
- select the garment again, select all uvs in uv_0, assign a template, shrink them with S Y 0.5;
- important order: select the body, Shift-select the garment, join. If you will do this in a different order, the item will be parented to the rig and the game might crash. If you are using an appended body, the order does not matter;
- once everything is unwrrapped, put it into free space. Remember, bigger uvs = better texture. If you cant cram uvs into the torso and arm areas, go for the extra space;
- split sharp edges;
- give it cut 0000, import back into the chemise package